In this scenario, you have a collection of images, each containing one of your
character's animation frames. For this example, we'll use the following
animation:

이미지들은 여기서 다운로드 할 수 있습니다: using_kinematic2d.zip

이미지 압축을 풀고 당신의 프로젝트 폴더에 넣으세요. 다음과 같은 노드를 씬 트리에 설정하세요:

주석

The root node could also be Area2D or
RigidBody2D. The animation will still be
made in the same way. Once the animation is completed, you can
assign a shape to the CollisionShape2D. See
Physics Introduction for more
information.

In the event you have a sprite sheet containing all of your animation frames,
you can't easily use AnimatedSprite. Instead, you can use a standard
Sprite node to display the texture, and then animate the
change from texture to texture with AnimationPlayer.

The root node could also be Area2D or
RigidBody2D. The animation will still be
made in the same way. Once the animation is completed, you can
assign a shape to the CollisionShape2D. See
Physics Introduction for more
information.

These examples illustrate the two most common situations you'll encounter in
2D animation. Each has its benefits. Working with AnimationPlayer is
a bit more complex, but provides additional functionality, since you can also
animate other properties like position or scale. Experiment and see which
works best for your needs.